No they're not always paired, none are paired at the start of the frame, then they pair up as they collide with eachother.
Basically like with containers, if object1 and object2 were in the same container, then doing:
always-> object1 set position to object2
the instance of object 1 would set its position to the instance of object 2 it is assigned to via the container
I need this sort of effect, but for the instances to be paired up at runtime.
what I have is loads of object1s and loads of object2s floating around the screen, and I want when one instance object1 collides with an instance object2, these two instances are paired, and I can just add an event to anything else where I need one object to select its assigned instance of the other.
Like having object1 collides with object2 -> object1 sets private value 'OBJ' to object2.OID
then,
when object2's OID = object1.value('OBJ') (pick these two instances) -> object2 set position to object1
I can imagine there is a simple way to do it, but as i said the best thing i've been able to come up with is
object1 overlaps object2 -> object2 set position to object1
which bugs out if for example object1 moves fast
Maybe it could be done with for all object loops? I've tried sortof placing for all object 1 and for all object2 in the event arbitrarily and shuffling them about with no success (unsuprising really).
Hope I've explained better